What Does Forza Motorsport 7 Need to compete with Project CARS and GT Sport?

Some good suggestions in there and it was only a matter of time before folks started comparing Forza to GTS and PCARS.

I think we can safely eliminate GTS from the picture as clearly they haven’t taken any major strides in terms of physics - judging from the vids that have been released thus far.

I like how intuitive the driving model is in PCARS. It gives you full control over your car, though things kind of fall apart once you start to slide. The margin for error is so small that unless you start to save the car at a specific point, it can’t be saved at all and that isn’t realistic.

Forza gives you a wider margin for error, but then the snap oversteer feels somewhat arcadey. Your car is an object with g-forces acting on it, and when you slide IRL, carrying all that momentum and weight into a turn, you can’t just correct that slide by a quick countersteer move and expect it to straighten out. Forza 5’s physics model was a lot more progressive in terms of losing grip/regaining grip.

I do not see why they are so resistant to making the game lean heavily toward sim - there are already assists in the game to make driving easier. There’s even the option to choose between sim and normal steering. It would be really nice to have a ‘full hardcore sim’ model for those of us that like our driving model to be nuanced and closer to actual car behavior on a track.

Forza’s made a number of improvements since the X360 version but the physics between FM5 and 6 isn’t one of them. Sure, people like their cars to be more grippy and easier to drive. However, the learning curve was relatively flat in Forza 6 and you could just master driving different cars within minutes.

I think their partnership with Pirelli and Calspan really paid off in terms of physics and having a gradual learning curve. Driving felt really intuitive in FM4 and 5. The current game does not have semi-arcade physics per se, but it almost feels as if T10 deliberately sacked a few levels of physics calculation just to make driving easier and more of a “pick up and play” rather than one which attempts to simulate actual car behavior. For instance, braking… nearly every car in the game brakes as if its outfitted with race brakes. Or the fact that curbs on some tracks causes your car to jump and get massively upset even though this is not the case IRL (yes, I’m pointing fingers at you Sebring and Brandshatch).

Oh well, I’m keeping my fingers crossed but I do hope the developers consider bringing back a really nuanced model that appeals to true sim players and the casual player via introducing assists and a ‘casual driving mode’.

I’ve played several hundred hours of each Forza iteration, And they have improved the feel of the cars, but i find the physics of the game(mainly tire modeling) is worse than competitors like project cars. you dont get the same sort of feedback from the tires that you would expect. Forza has the most cars, the most customization, and the largest player base, but in terms of actual physics, they have a very long way to go if they want their cars to feel realistic. I hope Forza 7 PC will be able to correct this. Its a shame because it would make this game unbeatable in the sim category.

Also. Forza needs to add a Canadian Track. Mosport GP and the DDT track for fun would be amazing. Get rid of fantasy tracks and stick to things we an actually go to in real life and drive on. This is a Sim racer right?

Sound Pcars>Forza
Elevation Visuals Pcars>Forza

GT-Sport have a cool feature that helps with come of the crashing in corners. If you go into a corner without slowing down enough then you become a ghost. So instead of getting killed in the first turn, people just go right through you on there way off the track and into the wall. lol. GTS also has a lot of cool tuning features that can be done while driving instead of only in the pre-race menu. ( TCS level, STM on-off, Brake balance, power-fuel, etc.)

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